// Copyright (C) 1999-2000 Id Software, Inc. // // bg_pmove.c -- both games player movement code // takes a playerstate and a usercmd as input and returns a modifed playerstate #include "q_shared.h" #include "bg_public.h" #include "bg_local.h" pmove_t *pm; pml_t pml; // movement parameters const float pm_stopspeed = 100; const float pm_duckScale = 0.50; const float pm_swimScale = 0.50; const float pm_ladderScale = 0.7f; const float pm_accelerate = 10; const float pm_airaccelerate = 1; const float pm_wateraccelerate = 4; const float pm_flyaccelerate = 8; const float pm_friction = 6; const float pm_waterfriction = 1; const float pm_flightfriction = 3; const float pm_evosuitfriction = 0.25; //RPG-X | Phenix | 8/8/2004 int c_pmove = 0; #define PHASER_RECHARGE_TIME 100 //RPG-X | Marcin | Big hack but it appears to work | 06/12/2008 #ifdef QAGAME extern vmCvar_t rpg_rifleDelay; extern vmCvar_t rpg_disruptorDelay; extern vmCvar_t rpg_photonDelay; extern vmCvar_t rpg_altPhotonDelay; extern vmCvar_t rpg_TR116Delay; extern vmCvar_t rpg_altTricorderDelay; #define RIFLE_DELAY rpg_rifleDelay.integer #define DISRUPTOR_DELAY rpg_disruptorDelay.integer #define PHOTON_DELAY rpg_photonDelay.integer #define ALT_PHOTON_DELAY rpg_altPhotonDelay.integer #define TR116_DELAY rpg_TR116Delay.integer #define ALT_TRICORDER_DELAY rpg_altTricorderDelay.integer #else #define RIFLE_DELAY 250 #define DISRUPTOR_DELAY 700 #define PHOTON_DELAY 1600 #define ALT_PHOTON_DELAY 1600 #define TR116_DELAY 500 #define ALT_TRICORDER_DELAY 1000 #endif //qboolean BG_BorgTransporting( playerState_t *ps ) //{ // if ( ps->persistant[PERS_CLASS] == PC_BORG && bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_TRANSPORTER && ps->stats[STAT_USEABLE_PLACED] == 2 ) // {//A player who has an item and it's set to 2 - meaning flight // return qtrue; // } // return qfalse; //} /*typedef enum { ANIM_CROUCH, ANIM_DOCROUCH, ANIM_UNCROUCH, ANIM_STAND, ANIM_FIRE, ANIM_JUMP, ANIM_JUMPB, ANIM_RUN, ANIM_RUNB, ANIM_WALK, ANIM_WALKB, ANIM_CROUCHWALK, ANIM_CROUCHWALKB, ANIM_SWIM, ANIM_TURN, ANIM_FLY, } animList_t;*/ //TiM - Copied from the UI module. //My aim here is to adapt the checks code here so the function can be used both for //ingame animation, as well as UI animation // RPG-X UI Required Ones #define ANIM_IDLE 0 #define ANIM_RUN 1 #define ANIM_WALK 2 #define ANIM_BACK 3 #define ANIM_JUMP 4 #define ANIM_CROUCH 5 #define ANIM_ATTACK 22 //Ingame required ones #define ANIM_JUMPB 6 #define ANIM_RUNB 7 #define ANIM_WALKB 8 #define ANIM_CROUCHWALK 9 #define ANIM_CROUCHWALKB 10 #define ANIM_SWIM 11 #define ANIM_FLY 12 #define ANIM_TURN 13 /** * Checks if the player holding a two handed weapon. */ qboolean PM_Holding2HandedWeapon ( void ) { switch (pm->ps->weapon) { case WP_7: case WP_8: case WP_9: case WP_6: return qtrue; } return qfalse; } /** * Checks if the player is crouching. */ qboolean PM_PlayerCrouching ( int legsAnim ) { //switch( pm->ps->legsAnim ) { switch( ( legsAnim & ~ANIM_TOGGLEBIT) ) { //case BOTH_CROUCH1: case BOTH_CROUCH1IDLE: case BOTH_CROUCH1WALK: case BOTH_CROUCH2IDLE: //case BOTH_CROUCH2TOSTAND1: return qtrue; } return qfalse; } /** * Check if player is idling. */ qboolean PM_PlayerIdling ( int torsoAnim, int legsAnim ) { //switch( pm->ps->legsAnim ) { //TiM : Cool hacky way to make sure both upper and lower anims are the same switch( ( legsAnim & ~ANIM_TOGGLEBIT) ) //+ ( torsoAnim & ~ANIM_TOGGLEBIT)) >> 1 { case BOTH_STAND1: case BOTH_STAND2: case BOTH_STAND3: case BOTH_STAND4: case BOTH_CROWDLOOK3: { switch ( ( torsoAnim & ~ANIM_TOGGLEBIT) ) { case BOTH_STAND1: case BOTH_STAND2: case BOTH_STAND3: case BOTH_STAND4: case BOTH_CROWDLOOK3: case TORSO_TRICORDER1: case TORSO_HYPOSPRAY1: case TORSO_HYPO1: case TORSO_DROPWEAP1: case TORSO_RAISEWEAP1: case TORSO_PADD1: case TORSO_COFFEE: return qtrue; } } } return qfalse; } /** * \brief Checks if player is holding a loppable weapon. * * A weapon that can have its * firing animation looped, * like the PADD or tricorder, etc */ qboolean PM_HoldingLoopableWeapon ( void ) { switch (pm->ps->weapon) { case WP_13: case WP_2: case WP_3: case WP_11: case WP_4: return qtrue; } return qfalse; } /** * \brief Checks if player is holding a spillable weapon. * * Player is holding a weapon that * shouldn't let players do the * 'slowing down' anim */ qboolean PM_HoldingSpillableWeapon( void ) { switch ( pm->ps->weapon ) { case WP_4: case WP_6: case WP_9: case WP_8: case WP_7: return qtrue; } return qfalse; } /** * Check to see if the player is moving at all */ qboolean PM_PlayerWalking( int anim ) { switch( anim & ~ANIM_TOGGLEBIT ) { case BOTH_WALK1: case BOTH_WALK2: case BOTH_WALK3: case BOTH_WALK4: case BOTH_WALK7: case LEGS_WALKBACK1: return qtrue; } return qfalse; } /** * Check to see if the player is running */ qboolean PM_PlayerRunning( int anim ) { switch( anim & ~ANIM_TOGGLEBIT ) { case BOTH_RUN1: case BOTH_RUN2: case LEGS_RUNBACK2: return qtrue; } return qfalse; } /** * Check to see if the player is moving while crouching */ qboolean PM_PlayerCrouchWalking( int anim ) { switch( anim & ~ANIM_TOGGLEBIT ) { case BOTH_CROUCH1WALK: return qtrue; } return qfalse; } /** * TiM: An index is defined, and depending * on which weapon is active, a specific * animation is returned. * I could have used pm->ps->weapon instead * of manually defining it as an paramter, * but I'm going to use this in the UI module, * which is out of pm's scope. */ int PM_GetAnim ( int anim, int weapon, qboolean injured, qboolean upper ) { playerState_t *ps = pm->ps; // Called when player is in idle crouching switch ( anim ) { case ANIM_CROUCH: //2 handed weapon - "heavy" switch (weapon) { case WP_7: case WP_8: case WP_9: if ( ps->pm_flags & ANIM_ALERT2 && upper ) return TORSO_WEAPONREADY2; else if (upper) return BOTH_STAND2; else return LEGS_KNEEL1; break; //2 handed weapon - "light" case WP_6: //case WP_7: if ( ps->pm_flags & ANIM_ALERT && upper ) return BOTH_STAND2; else if (upper) return TORSO_WEAPONREADY2; else return LEGS_KNEEL1; break; //1 handed weapon - "phaser" case WP_5: case WP_10: if ( upper ) return TORSO_WEAPONPOSE1; else return BOTH_CROUCH1IDLE; break; case WP_4: if (upper) return TORSO_COFFEE; //break; //Generic tools - "everything else" default: return BOTH_CROUCH2IDLE; break; } break; //Called when player is in idle standing case ANIM_IDLE: //2 handed weapon - "heavy" switch (weapon) { //case WP_7: case WP_8: case WP_9: case WP_7: if (injured) return BOTH_INJURED4; else { if ( ps->pm_flags & ANIM_ALERT ) return BOTH_STAND2; else if ( ps->pm_flags & ANIM_ALERT2 ) { if ( upper ) return TORSO_WEAPONREADY2; else return BOTH_STAND2; } else return BOTH_STAND4; } break; //2 handed weapon - "light" case WP_6: if (injured) return BOTH_INJURED4; else { if ( ps->pm_flags & ANIM_ALERT ) return BOTH_STAND2; else if ( ps->pm_flags & ANIM_ALERT2 ) { if ( upper ) return TORSO_WEAPONREADY2; else return BOTH_STAND2; } else return BOTH_STAND4; } break; //1 handed weapon - "phaser" case WP_5: case WP_10: if (injured) return BOTH_INJURED4; else { if ( ps->pm_flags & ANIM_ALERT && upper ) return TORSO_WEAPONIDLE1; else if ( ps->pm_flags & ANIM_ALERT2 && upper ) return TORSO_WEAPONREADY1; else return BOTH_STAND1; } break; //Generic tools - "everything else" case WP_4: if (upper) return TORSO_COFFEE; else return BOTH_STAND1; break; default: if (injured) return BOTH_INJURED4; else return BOTH_STAND1; break; } break; //Called when player fires their weapon case ANIM_ATTACK: //2 handed weapon - "heavy" switch (weapon) { //case WP_7: case WP_8: case WP_9: case WP_7: if ( ps->pm_flags & ANIM_ALERT2 ) return BOTH_ATTACK2; else return BOTH_ATTACK3; break; //2 handed weapon - "light" case WP_6: if ( ps->pm_flags & ANIM_ALERT2 ) return BOTH_ATTACK2; else { if (upper) return BOTH_ATTACK3; else return BOTH_ATTACK3; } break; //1 handed weapon - "phaser" case WP_5: case WP_10: case WP_15: case WP_13: if (upper) return TORSO_WEAPONREADY1; else return BOTH_STAND1; break; //Other Tools "padd" case WP_3: if (upper) return TORSO_PADD1; else return BOTH_STAND1; break; //Other Tools "tricorder" case WP_2: if (upper) { if ( !pm->medic ) return TORSO_TRICORDER1; else return TORSO_MEDICORDER1; } else return BOTH_STAND1; break; //Other: "Medkit" case WP_11: if (upper) return TORSO_ACTIVATEMEDKIT1; else return BOTH_STAND1; break; //Other: "Hypo case WP_12: if (upper) //return TORSO_HYPOSPRAY1; return TORSO_HYPO1; else return BOTH_STAND1; //Other: "Toolkit" /*case WP_14: //Return nothing. //A bit hacky, but the engine accepts it :P break;*/ //Other Tools "everything else" /*case WP_1: switch(rand()%13) { case 0: return TORSO_HANDGESTURE1; case 1: return TORSO_HANDGESTURE2; case 2: return TORSO_HANDGESTURE3; case 3: return TORSO_HANDGESTURE4; case 4: //PM_StartTorsoAnim( TORSO_HANDGESTURE5 ); break; case 5: return TORSO_HANDGESTURE6; case 6: return TORSO_HANDGESTURE7; case 7: return TORSO_HANDGESTURE8; case 8: return TORSO_HANDGESTURE9; case 9: return TORSO_HANDGESTURE10; case 10: return TORSO_HANDGESTURE11; case 11: return TORSO_HANDGESTURE12; case 12: return TORSO_HANDGESTURE13; } break;*/ case WP_4: if (upper) return TORSO_COFFEE; //break; default: if (upper) return TORSO_WEAPONREADY1; else return BOTH_STAND1; break; } break; //When the player jumps case ANIM_JUMP: return BOTH_JUMP1; //Wen the player jumps backwards case ANIM_JUMPB: return BOTH_JUMPBACK1; //When the player runs case ANIM_RUN: if (injured) { return BOTH_RUNINJURED1; } //2 handed weapons switch (weapon) { //case WP_7: case WP_8: case WP_9: case WP_6: case WP_7: if (upper) return BOTH_RUN2; else return BOTH_RUN1; break; case WP_4: if (upper) return TORSO_COFFEE; //break; //EVERYTHING ELSE default: return BOTH_RUN1; } break; //When the player runs back case ANIM_RUNB: //2 handed weapons switch (weapon) { //case WP_7: case WP_8: case WP_9: case WP_6: case WP_7: if (upper) return BOTH_WALK2; else if ( injured ) return LEGS_WALKBACK1; else return LEGS_RUNBACK2; break; //EVERYTHING ELSE case WP_4: if (upper) return TORSO_COFFEE; //break; default: if (upper) return BOTH_WALK1; else if ( injured ) return LEGS_WALKBACK1; else return LEGS_RUNBACK2; break; } break; //When the player walks case ANIM_WALK: if ( ps->legsTimer > 0 && bg_emoteList[ps->legsTimer].enumName == BOTH_STAND3 ) return BOTH_WALK3; //2 handed weapons switch (weapon) { //case WP_7: case WP_8: case WP_9: case WP_6: case WP_7: if ( ps->pm_flags & ANIM_ALERT ) return BOTH_WALK2; else if ( ps->pm_flags & ANIM_ALERT2 ) { if ( upper ) return TORSO_WEAPONREADY2; else return BOTH_WALK2; } else return BOTH_WALK4; break; //Other Tools "everything else" case WP_4: if (upper) return TORSO_COFFEE; case WP_5: case WP_10: if ( ps->pm_flags & ANIM_ALERT ) { if ( upper ) return TORSO_WEAPONIDLE1; } else if ( ps->pm_flags & ANIM_ALERT2 ) { if ( upper ) return TORSO_WEAPONREADY1; } default: return BOTH_WALK1; break; } break; //When the player walks baaaack case ANIM_WALKB: //2 handed weapons switch (weapon) { //case WP_7: case WP_8: case WP_9: case WP_6: case WP_7: if ( ps->pm_flags & ANIM_ALERT ) { if ( upper ) return BOTH_WALK2; else return LEGS_WALKBACK1; } else if ( ps->pm_flags & ANIM_ALERT2 ) { if ( upper ) return TORSO_WEAPONREADY2; else return LEGS_WALKBACK1; } else { if ( upper ) return BOTH_WALK4; else return LEGS_WALKBACK1; } break; case WP_4: if (upper) return TORSO_COFFEE; //break; case WP_5: case WP_10: if ( ps->pm_flags & ANIM_ALERT && upper) return TORSO_WEAPONIDLE1; else if ( ps->pm_flags & ANIM_ALERT2 && upper ) return TORSO_WEAPONREADY1; //Other Tools "everything else" default: if ( upper ) return BOTH_WALK1; else return LEGS_WALKBACK1; break; } break; //When the player crouch walks case ANIM_CROUCHWALK: //2 handed weapons switch (weapon) { //case WP_7: case WP_6: case WP_7: if ( upper ) return TORSO_WEAPONREADY2; else return BOTH_CROUCH1WALK; break; case WP_8: case WP_9: if ( ps->pm_flags & ANIM_ALERT2 && upper ) return TORSO_WEAPONREADY2; else if ( upper ) return BOTH_WALK2; else return BOTH_CROUCH1WALK; break; case WP_4: if (upper) return TORSO_COFFEE; //break; case WP_5: case WP_10: if ( ps->pm_flags & ANIM_ALERT && upper ) return TORSO_WEAPONIDLE1; else if ( ps->pm_flags & ANIM_ALERT2 && upper ) return TORSO_WEAPONREADY1; //Other Tools "everything else" default: return BOTH_CROUCH1WALK; break; } break; //When the player crouch walks bak case ANIM_CROUCHWALKB: //2 handed weapons switch (weapon) { //case WP_7: case WP_8: case WP_9: case WP_6: case WP_7: if ( ps->pm_flags & ANIM_ALERT2 ) return TORSO_WEAPONREADY2; else if ( upper ) return BOTH_WALK2; else return BOTH_CROUCH1WALK; break; case WP_4: if (upper) return TORSO_COFFEE; //break; case WP_5: case WP_10: if ( ps->pm_flags & ANIM_ALERT && upper ) return TORSO_WEAPONIDLE1; else if ( ps->pm_flags & ANIM_ALERT2 && upper ) return TORSO_WEAPONREADY1; //Other Tools "everything else" default: return BOTH_CROUCH1WALK; break; } break; case ANIM_SWIM: if ( !upper ) { if ( pm->cmd.forwardmove || pm->cmd.rightmove || pm->cmd.upmove ) { return LEGS_SWIM; } } return BOTH_FLOAT1; /*if ( ps->velocity[2] >= 0 ) { return BOTH_FLOAT1; } else { return BOTH_FLOAT2; }*/ case ANIM_FLY: return BOTH_FLOAT1; } return BOTH_STAND1; } /** * Adds a predictable event to playerstate */ void PM_AddEvent( int newEvent ) { BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps ); } /* ============== PM_Use Generates a use event ============== */ #define USE_DELAY 2000 /** * Generates a use event */ void PM_Use( void ) { playerState_t *ps = pm->ps; if ( ps->useTime > 0 ) ps->useTime -= 100;//pm->cmd.msec; if ( ps->useTime > 0 ) { return; } if ( ! (pm->cmd.buttons & BUTTON_USE ) ) { pm->useEvent = 0; ps->useTime = 0; //PM_StartTorsoAnim( BOTH_CONSOLE1 ); return; } pm->useEvent = EV_USE; ps->useTime = USE_DELAY; } /* =============== PM_AddTouchEnt =============== */ /** * Adds a touchEnt event. */ void PM_AddTouchEnt( int entityNum ) { int i; if ( entityNum == ENTITYNUM_WORLD ) { return; } if ( pm->numtouch == MAXTOUCH ) { return; } // see if it is already added for ( i = 0 ; i < pm->numtouch ; i++ ) { if ( pm->touchents[ i ] == entityNum ) { return; } } // add it pm->touchents[pm->numtouch] = entityNum; pm->numtouch++; } /** * Start torso animation */ static void PM_StartTorsoAnim( int anim, qboolean overrideEmotes ) { playerState_t *ps = pm->ps; if ( ps->stats[EMOTES] & EMOTE_UPPER && !overrideEmotes ) { return; } if ( ps->pm_type >= PM_DEAD && anim != BOTH_FALLDEATH1INAIR && anim != BOTH_FALLDEATH1LAND ) { //TiM: UberHack :P return; } //if ( ps->torsoTimer > 0 ) { if ( ps->stats[TORSOTIMER] > 0 ) { return; // a high priority animation is running } //ps->torsoAnim ps->stats[TORSOANIM] = ( ( ps->stats[TORSOANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; } /** * Start leg animation */ static void PM_StartLegsAnim( int anim ) { playerState_t *ps = pm->ps; /*if ( ps->stats[EMOTES] & EMOTE_CLAMP ) { return; }*/ if ( ps->pm_type >= PM_DEAD && anim != BOTH_FALLDEATH1INAIR && anim != BOTH_FALLDEATH1LAND ) { return; } //if ( ps->introTime > 0 ) { //legsTimer /*if ( ps->stats[LEGSTIMER] > 0 ) { //legsTimer return; // a high priority animation is running }*/ //ps->legsAnim ps->stats[LEGSANIM] = ( ( ps->stats[LEGSANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; } /** * Continues the legs animation. */ static void PM_ContinueLegsAnim( int anim, qboolean overrideEmote ) { playerState_t *ps = pm->ps; //override to return to idle after moving in an emote if ( (ps->stats[EMOTES] & EMOTE_LOWER ) && ( !( ps->stats[EMOTES] & EMOTE_CLAMP_BODY) && !( ps->stats[EMOTES] & EMOTE_CLAMP_ALL) ) && !overrideEmote ) { if ( ps->legsTimer>0 && ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) != bg_emoteList[ ps->legsTimer ].enumName && ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) != BOTH_GET_UP1 ) { int anim2 = PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ); //Com_Printf( "KILL!\n"); ps->stats[LEGSANIM] = ( ( ps->stats[LEGSANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim2; } } if ( (ps->stats[EMOTES] & EMOTE_CLAMP_BODY || ps->stats[EMOTES] & EMOTE_CLAMP_ALL ) && !overrideEmote ) { //EMOTE_LOWER return; } //if ( ( ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) { if ( ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) == anim ) { return; } //if ( ps->introTime > 0 ) { //legsTimer if ( ps->stats[LEGSTIMER] > 0 && !overrideEmote ) { //legsTimer return; // a high priority animation is running } PM_StartLegsAnim( anim ); } /** * Continues the torso animation */ static void PM_ContinueTorsoAnim( int anim, qboolean overrideEmote ) { playerState_t *ps = pm->ps; if ( ps->stats[EMOTES] & EMOTE_UPPER && !overrideEmote ) { return; } //if ( ( ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) { if ( ( ps->stats[TORSOANIM] & ~ANIM_TOGGLEBIT ) == anim ) { return; } //if ( ps->torsoTimer > 0 ) { if ( ps->stats[TORSOTIMER] > 0 ) { return; // a high priority animation is running } PM_StartTorsoAnim( anim, overrideEmote ); } /** * Force a legs animation */ static void PM_ForceLegsAnim( int anim ) { playerState_t *ps = pm->ps; //OMFG UBERHACK //I'm lazy... client revive spawns players 1 unit over the ground. //THat small fall enacts this, and subsequently screws up client revive animations if ( ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT) != BOTH_GET_UP1 ) { ps->stats[EMOTES] &= ~EMOTE_MASK_LOWER; ps->stats[LEGSTIMER] = 0; //legsTimer } PM_StartLegsAnim( anim ); } /** * Force a torso animation */ static void PM_ForceTorsoAnim( int anim, qboolean overrideEmotes ) { playerState_t *ps = pm->ps; if ( overrideEmotes && ( ps->stats[TORSOANIM] & ~ANIM_TOGGLEBIT) != BOTH_GET_UP1 ) { ps->stats[EMOTES] &= ~EMOTE_MASK_UPPER; ps->stats[TORSOTIMER] = 0; } //ps->stats[TORSOTIMER] = 0; PM_StartTorsoAnim( anim, overrideEmotes ); } /* ================ PM_Animate (RPG-X:J2J) TiM: Bookmark... this shows promise :) LATER: Nope... scratch that. Although it's good in the fact it assigns the anim right, it doesn't take the timers into account, meaning this would play for a total of one clock cycle :P ================ */ /*static void PM_DoEmote( void ) { if ( pm->ps->stats[EMOTES] & EMOTE_LOWER ) { pm->ps->viewheight = emoteList[pm->ps->legsAnim].viewHeight; } }*/ /*static void PM_DoEmote( void ) { int EmoteType = 0; //0 = legs, 1 = torso, 2 = both //Bail out if no new emote or invalid. if(CurrentEmote[pm->ps->clientNum] < 0 || CurrentEmote[pm->ps->clientNum] >= MAX_ANIMATIONS) return; //Get animation type if(CurrentEmote[pm->ps->clientNum] >= LEGS_WALKBACK1) EmoteType = 0; if(CurrentEmote[pm->ps->clientNum] >= TORSO_DROPWEAP1 && CurrentEmote[pm->ps->clientNum] <= TORSO_CARRY1) EmoteType = 1; if(CurrentEmote[pm->ps->clientNum] >= BOTH_DEATH1 && CurrentEmote[pm->ps->clientNum] <= BOTH_POWERUP1) EmoteType = 2; //Check for higher priority animations if(EmoteType == 0) { //ToDo: insert checking for high priority anims } else if(EmoteType == 1) { //ToDo: insert checking for high priority anims } else //Implies EmoteType == 2 { //ToDo: insert checking for high priority anims } //Do the emote (play the anim) if(EmoteType == 0 || EmoteType == 2) { PM_ForceLegsAnim(CurrentEmote[pm->ps->clientNum]); //CurrentEmote[pm->ps->clientNum] //pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) //| CurrentEmote[pm->ps->clientNum]; } if(EmoteType == 1 || EmoteType == 2) { PM_ForceTorsoAnim(CurrentEmote[pm->ps->clientNum]); //pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) //| CurrentEmote[pm->ps->clientNum]; } //Make -1 so it doesnt start the anim again. CurrentEmote[pm->ps->clientNum] = -1; }*/ /* ================== PM_ClipVelocity ================== */ /** * Slide off of the impacting surface */ void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) { float backoff; float change; int i; backoff = DotProduct (in, normal); if ( backoff < 0 ) { backoff *= overbounce; } else { backoff /= overbounce; } for ( i=0 ; i<3 ; i++ ) { change = normal[i]*backoff; out[i] = in[i] - change; } } /* ================== PM_Friction ================== */ /** * Handles both ground friction and water friction */ static void PM_Friction( void ) { vec3_t vec; float *vel; float speed, newspeed, control; float drop; playerState_t *ps = pm->ps; vel = ps->velocity; VectorCopy( vel, vec ); if ( pml.walking ) { vec[2] = 0; // ignore slope movement } speed = VectorLength(vec); if (speed < 1) { vel[0] = 0; vel[1] = 0; // allow sinking underwater // FIXME: still have z friction underwater? return; } drop = 0; // apply ground friction if ( (pm->watertype & CONTENTS_LADDER) || pm->waterlevel <= 1 ) { if ( (pm->watertype & CONTENTS_LADDER) || (pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK)) ) { // if getting knocked back, no friction if ( ! (ps->pm_flags & PMF_TIME_KNOCKBACK) ) { control = speed < pm_stopspeed ? pm_stopspeed : speed; drop += control*pm_friction*pml.frametime; } } } // apply water friction even if just wading if ( pm->waterlevel && !(pm->watertype & CONTENTS_LADDER) ) { drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime; } //RPG-X | Phenix | 8/8/2004 //Apply EVOSUIT friction (small) if ( ps->powerups[PW_EVOSUIT] ) { drop += speed*pm_evosuitfriction*pml.frametime; } // apply flying friction if ( ps->powerups[PW_FLIGHT] || ps->pm_type == PM_SPECTATOR ) { drop += speed*pm_flightfriction*pml.frametime; } // scale the velocity newspeed = speed - drop; if (newspeed < 0) { newspeed = 0; } newspeed /= speed; vel[0] = vel[0] * newspeed; vel[1] = vel[1] * newspeed; vel[2] = vel[2] * newspeed; } /* ============== PM_Accelerate ============== */ /** * Handles user intended acceleration */ static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) { #if 1 // q2 style int i; float addspeed, accelspeed, currentspeed; currentspeed = DotProduct (pm->ps->velocity, wishdir); addspeed = wishspeed - currentspeed; if (addspeed <= 0) { return; } accelspeed = accel*pml.frametime*wishspeed; if (accelspeed > addspeed) { accelspeed = addspeed; } for (i=0 ; i<3 ; i++) { pm->ps->velocity[i] += accelspeed*wishdir[i]; } #else // proper way (avoids strafe jump maxspeed bug), but feels bad vec3_t wishVelocity; vec3_t pushDir; float pushLen; float canPush; VectorScale( wishdir, wishspeed, wishVelocity ); VectorSubtract( wishVelocity, pm->ps->velocity, pushDir ); pushLen = VectorNormalize( pushDir ); canPush = accel*pml.frametime*wishspeed; if (canPush > pushLen) { canPush = pushLen; } VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity ); #endif } /* ============ PM_CmdScale ============ */ /** * \return the scale factor to apply to cmd movements * * This allows the clients to use axial -127 to 127 values for all directions * without getting a sqrt(2) distortion in speed. */ static float PM_CmdScale( usercmd_t *cmd ) { int max; float total; float scale; max = abs( cmd->forwardmove ); if ( abs( cmd->rightmove ) > max ) { max = abs( cmd->rightmove ); } if ( abs( cmd->upmove ) > max ) { max = abs( cmd->upmove ); } if ( !max ) { return 0; } total = sqrt( cmd->forwardmove * cmd->forwardmove + cmd->rightmove * cmd->rightmove + cmd->upmove * cmd->upmove ); scale = (float)pm->ps->speed * max / ( 127.0 * total ); return scale; } /* ================ PM_SetMovementDir ================ */ /** * Determines the rotation of the legs reletive * to the facing dir */ static void PM_SetMovementDir( void ) { playerState_t *ps = pm->ps; usercmd_t *cmd = &pm->cmd; if ( cmd->forwardmove || cmd->rightmove ) { if ( cmd->rightmove == 0 && cmd->forwardmove > 0 ) { ps->movementDir = 0; } else if ( cmd->rightmove < 0 && cmd->forwardmove > 0 ) { ps->movementDir = 1; } else if ( cmd->rightmove < 0 && cmd->forwardmove == 0 ) { ps->movementDir = 2; } else if ( cmd->rightmove < 0 && cmd->forwardmove < 0 ) { ps->movementDir = 3; } else if ( cmd->rightmove == 0 && cmd->forwardmove < 0 ) { ps->movementDir = 4; } else if ( cmd->rightmove > 0 && cmd->forwardmove < 0 ) { ps->movementDir = 5; } else if ( cmd->rightmove > 0 && cmd->forwardmove == 0 ) { ps->movementDir = 6; } else if ( cmd->rightmove > 0 && cmd->forwardmove > 0 ) { ps->movementDir = 7; } } else { // if they aren't actively going directly sideways, // change the animation to the diagonal so they // don't stop too crooked if ( ps->movementDir == 2 ) { ps->movementDir = 1; } else if ( ps->movementDir == 6 ) { ps->movementDir = 7; } } } /* ============= PM_CheckJump ============= */ /** * Checks if jumping is allowed */ static qboolean PM_CheckJump( void ) { playerState_t *ps = pm->ps; if ( ps->pm_flags & PMF_RESPAWNED ) { return qfalse; // don't allow jump until all buttons are up } if ( pm->cmd.upmove < 10 ) { // not holding jump return qfalse; } // must wait for jump to be released if ( ps->pm_flags & PMF_JUMP_HELD ) { // clear upmove so cmdscale doesn't lower running speed pm->cmd.upmove = 0; return qfalse; } pml.groundPlane = qfalse; // jumping away pml.walking = qfalse; ps->pm_flags |= PMF_JUMP_HELD; ps->groundEntityNum = ENTITYNUM_NONE; ps->velocity[2] = JUMP_VELOCITY; PM_AddEvent( EV_JUMP ); if ( pm->cmd.forwardmove >= 0 ) { PM_ForceLegsAnim( PM_GetAnim( ANIM_JUMP, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ) ); //BOTH_JUMP if ( ps->weaponstate == WEAPON_READY ) PM_ForceTorsoAnim( PM_GetAnim( ANIM_JUMP, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue ); ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { if ( ps->weaponstate == WEAPON_READY ) PM_ForceTorsoAnim( PM_GetAnim( ANIM_JUMPB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue ); PM_ForceLegsAnim( PM_GetAnim( ANIM_JUMPB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ) ); //LEGS_JUMPB ps->pm_flags |= PMF_BACKWARDS_JUMP; } return qtrue; } /* ============= PM_CheckWaterJump ============= */ /** * Checks if jumping out of water is allowed */ static qboolean PM_CheckWaterJump( void ) { vec3_t spot; int cont; vec3_t flatforward; playerState_t *ps = pm->ps; if (ps->pm_time) { return qfalse; } // check for water jump if ( pm->waterlevel != 2 ) { return qfalse; } if ( pm->watertype & CONTENTS_LADDER ) { if (ps->velocity[2] <= 0) return qfalse; } flatforward[0] = pml.forward[0]; flatforward[1] = pml.forward[1]; flatforward[2] = 0; VectorNormalize (flatforward); VectorMA (ps->origin, 30, flatforward, spot); spot[2] += 4; cont = pm->pointcontents (spot, ps->clientNum ); if ( !(cont & CONTENTS_SOLID) ) { return qfalse; } spot[2] += 16; cont = pm->pointcontents (spot, ps->clientNum ); if ( cont ) { return qfalse; } // jump out of water VectorScale (pml.forward, 200, ps->velocity); ps->velocity[2] = 350; ps->pm_flags |= PMF_TIME_WATERJUMP; ps->pm_time = 2000; return qtrue; } //============================================================================ /* =================== PM_WaterJumpMove =================== */ /** * Flying out of the water */ static void PM_WaterJumpMove( void ) { playerState_t *ps = pm->ps; // waterjump has no control, but falls PM_StepSlideMove( qtrue ); ps->velocity[2] -= ps->gravity * pml.frametime; if (ps->velocity[2] < 0) { // cancel as soon as we are falling down again ps->pm_flags &= ~PMF_ALL_TIMES; ps->pm_time = 0; } } /* =================== PM_WaterMove =================== */ /** * Handles movement in water */ static void PM_WaterMove( void ) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; float scale; float vel; playerState_t *ps = pm->ps; if ( PM_CheckWaterJump() ) { PM_WaterJumpMove(); return; } #if 0 // jump = head for surface if ( pm->cmd.upmove >= 10 ) { if (ps->velocity[2] > -300) { if ( pm->watertype == CONTENTS_WATER ) { ps->velocity[2] = 100; } else if (pm->watertype == CONTENTS_SLIME) { ps->velocity[2] = 80; } else { ps->velocity[2] = 50; } } } #endif PM_Friction (); scale = PM_CmdScale( &pm->cmd ); // // user intentions // if ( !scale ) { wishvel[0] = 0; wishvel[1] = 0; if ( pm->watertype & CONTENTS_LADDER ) { wishvel[2] = 0; } else { wishvel[2] = -60; // sink towards bottom } } else { for (i=0 ; i<3 ; i++) { wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove; } wishvel[2] += scale * pm->cmd.upmove; } VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); if ( pm->watertype & CONTENTS_LADDER ) //ladder { if ( wishspeed > ps->speed * pm_ladderScale ) { wishspeed = ps->speed * pm_ladderScale; } PM_Accelerate( wishdir, wishspeed, pm_flyaccelerate ); } else { if ( wishspeed > ps->speed * pm_swimScale ) { wishspeed = ps->speed * pm_swimScale; } PM_Accelerate( wishdir, wishspeed, pm_wateraccelerate ); } // make sure we can go up slopes easily under water if ( pml.groundPlane && DotProduct( ps->velocity, pml.groundTrace.plane.normal ) < 0 ) { vel = VectorLength(ps->velocity); // slide along the ground plane PM_ClipVelocity (ps->velocity, pml.groundTrace.plane.normal, ps->velocity, OVERCLIP ); VectorNormalize(ps->velocity); VectorScale(ps->velocity, vel, ps->velocity); } PM_SlideMove( qfalse ); } /* =================== PM_FlyMove Only with the flight powerup TiM: Good... if this handles spectators too, I'm sunk >.< Oh crap... it does lol =================== */ /** * Handles fly movement (e.g. flight powerup or spectator movement) */ static void PM_FlyMove( void ) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; float scale; playerState_t *ps = pm->ps; // normal slowdown PM_Friction (); scale = PM_CmdScale( &pm->cmd ); // // user intentions // if ( !scale ) { wishvel[0] = 0; wishvel[1] = 0; wishvel[2] = 0; } else { for (i=0 ; i<3 ; i++) { if ( ps->pm_type == PM_SPECTATOR ) { wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove; } else { //TiM - Vertical is no longer a hardcoded constant direction wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove + scale * pml.up[i]* pm->cmd.upmove; //TiM - Set directions PM_SetMovementDir(); } } if ( ps->pm_type == PM_SPECTATOR ) wishvel[2] += scale * pm->cmd.upmove; } VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); PM_Accelerate (wishdir, wishspeed, pm_flyaccelerate); if ( ps->weaponstate == WEAPON_READY ) PM_ContinueTorsoAnim( PM_GetAnim( ANIM_FLY, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse ); PM_ContinueLegsAnim( PM_GetAnim( ANIM_FLY, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue ); PM_StepSlideMove( qfalse ); } /* =================== PM_AirMove =================== */ /** * Handles movement during air time (e.g. falling) */ static void PM_AirMove( void ) { int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float scale; usercmd_t cmd; PM_Friction(); fmove = pm->cmd.forwardmove; smove = pm->cmd.rightmove; cmd = pm->cmd; scale = PM_CmdScale( &cmd ); // set the movementDir so clients can rotate the legs for strafing PM_SetMovementDir(); // project moves down to flat plane pml.forward[2] = 0; pml.right[2] = 0; VectorNormalize (pml.forward); VectorNormalize (pml.right); for ( i = 0 ; i < 2 ; i++ ) { wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove; } wishvel[2] = 0; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); wishspeed *= scale; // not on ground, so little effect on velocity PM_Accelerate (wishdir, wishspeed, pm_airaccelerate); // we may have a ground plane that is very steep, even // though we don't have a groundentity // slide along the steep plane if ( pml.groundPlane ) { PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); } PM_StepSlideMove ( qtrue ); } /* =================== PM_WalkMove =================== */ /** * Handles walk movement */ static void PM_WalkMove( void ) { int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float scale; usercmd_t cmd; float accelerate; float vel; playerState_t *ps = pm->ps; if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) { // begin swimming PM_WaterMove(); return; } if ( PM_CheckJump () ) { // jumped away if ( pm->waterlevel > 1 ) { PM_WaterMove(); } else { PM_AirMove(); } return; } PM_Friction (); fmove = pm->cmd.forwardmove; smove = pm->cmd.rightmove; cmd = pm->cmd; scale = PM_CmdScale( &cmd ); //scale = 0.4; //TiM // set the movementDir so clients can rotate the legs for strafing PM_SetMovementDir(); // project moves down to flat plane pml.forward[2] = 0; pml.right[2] = 0; // project the forward and right directions onto the ground plane PM_ClipVelocity (pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP ); PM_ClipVelocity (pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP ); // VectorNormalize (pml.forward); VectorNormalize (pml.right); for ( i = 0 ; i < 3 ; i++ ) { wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove; } // when going up or down slopes the wish velocity should Not be zero // wishvel[2] = 0; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); wishspeed *= scale; // clamp the speed lower if ducking if ( ps->pm_flags & PMF_DUCKED ) { if ( wishspeed > ps->speed * pm_duckScale ) { wishspeed = ps->speed * pm_duckScale; } } // clamp the speed lower if wading or walking on the bottom if ( pm->waterlevel ) { float waterScale; waterScale = pm->waterlevel / 3.0; waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale; if ( wishspeed > ps->speed * waterScale ) { wishspeed = ps->speed * waterScale; } } // when a player gets hit, they temporarily lose // full control, which allows them to be moved a bit if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || ps->pm_flags & PMF_TIME_KNOCKBACK ) { accelerate = pm_airaccelerate; } else { accelerate = pm_accelerate; } PM_Accelerate (wishdir, wishspeed, accelerate); //Com_Printf("velocity = %1.1f %1.1f %1.1f\n", ps->velocity[0], ps->velocity[1], ps->velocity[2]); //Com_Printf("velocity1 = %1.1f\n", VectorLength(ps->velocity)); if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || ps->pm_flags & PMF_TIME_KNOCKBACK ) { ps->velocity[2] -= ps->gravity * pml.frametime; } else { // don't reset the z velocity for slopes // ps->velocity[2] = 0; } vel = VectorLength(ps->velocity); // slide along the ground plane PM_ClipVelocity (ps->velocity, pml.groundTrace.plane.normal, ps->velocity, OVERCLIP ); // don't decrease velocity when going up or down a slope VectorNormalize(ps->velocity); VectorScale(ps->velocity, vel, ps->velocity); // don't do anything if standing still if (!ps->velocity[0] && !ps->velocity[1]) { return; } PM_StepSlideMove( qfalse ); //Com_Printf("velocity2 = %1.1f\n", VectorLength(ps->velocity)); } /* ============== PM_DeadMove ============== */ /** * Handles movement while dead */ static void PM_DeadMove( void ) { float forward; playerState_t *ps = pm->ps; if ( !pml.walking ) { return; } // extra friction forward = VectorLength (ps->velocity); forward -= 20; if ( forward <= 0 ) { VectorClear (ps->velocity); } else { VectorNormalize (ps->velocity); VectorScale (ps->velocity, forward, ps->velocity); } } /* =============== PM_NoclipMove =============== */ /** * Handles noclip movement */ static void PM_NoclipMove( void ) { float speed, drop, friction, control, newspeed; int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float scale; playerState_t *ps = pm->ps; ps->viewheight = DEFAULT_VIEWHEIGHT; // friction speed = VectorLength (ps->velocity); if (speed < 1) { VectorCopy (vec3_origin, ps->velocity); } else { drop = 0; friction = pm_friction*1.5; // extra friction control = speed < pm_stopspeed ? pm_stopspeed : speed; drop += control*friction*pml.frametime; // scale the velocity newspeed = speed - drop; if (newspeed < 0) newspeed = 0; newspeed /= speed; VectorScale (ps->velocity, newspeed, ps->velocity); } // accelerate scale = PM_CmdScale( &pm->cmd ); fmove = pm->cmd.forwardmove; smove = pm->cmd.rightmove; for (i=0 ; i<3 ; i++) wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove; wishvel[2] += pm->cmd.upmove; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); wishspeed *= scale; PM_Accelerate( wishdir, wishspeed, pm_accelerate ); // move VectorMA (ps->origin, pml.frametime, ps->velocity, ps->origin); } /* =================== PM_FreezeMove =================== */ /** * Handles movement whole freezed */ static void PM_FreezeMove( void ) { trace_t trace; short temp, i; vec3_t moveto; playerState_t *ps = pm->ps; pm->mins[0] = DEFAULT_MINS_0; //-15 pm->mins[1] = DEFAULT_MINS_1; pm->maxs[0] = DEFAULT_MAXS_0; //15 pm->maxs[1] = DEFAULT_MAXS_1; pm->mins[2] = MINS_Z; // stand up if possible if (ps->pm_flags & PMF_DUCKED) { // try to stand up pm->maxs[2] = 36; //32 pm->trace (&trace, ps->origin, pm->mins, pm->maxs, ps->origin, ps->clientNum, pm->tracemask ); if (!trace.allsolid) ps->pm_flags &= ~PMF_DUCKED; } if (ps->pm_flags & PMF_DUCKED && ( !(ps->stats[EMOTES] & EMOTE_LOWER) && !ps->powerups[PW_FLIGHT] && !( ( ps->powerups[PW_EVOSUIT] ) && ( ps->gravity == 0 ) ) ) ) { pm->maxs[2] = 16; ps->viewheight = CROUCH_VIEWHEIGHT; } else { if ( ps->stats[EMOTES] & EMOTE_LOWER && ps->legsTimer > 0 ) { pm->maxs[2] = bg_emoteList[ps->legsTimer].hitBoxHeight; ps->viewheight = bg_emoteList[ps->legsTimer].viewHeight; //Com_Printf( S_COLOR_RED "%f", bg_emoteList[ps->legsTimer].viewHeight ); } else { //TiM - essentially flip the bounding box /*if ( ps->powerups[PW_FLIGHT] && Q_fabs( ps->viewangles[PITCH] ) > 89.0f ) { pm->maxs[2] = 92; pm->mins[2] = 32; ps->viewheight = DEFAULT_VIEWHEIGHT; }*/ //else { //TiM - Copied above /*pm->maxs[2] = 36; pm->mins[2] = MINS_Z; ps->viewheight = DEFAULT_VIEWHEIGHT;*/ //} ps->viewheight = DEFAULT_VIEWHEIGHT; } } // circularly clamp the angles with deltas for (i=0 ; i<3 ; i++) { temp = pm->cmd.angles[i] + ps->delta_angles[i]; if ( i == PITCH ) { // don't let the player look up or down more than 90 degrees if ( temp > 16000 ) { ps->delta_angles[i] = 16000 - pm->cmd.angles[i]; temp = 16000; } else if ( temp < -16000 ) { ps->delta_angles[i] = -16000 - pm->cmd.angles[i]; temp = -16000; } } // ps->viewangles[i] = SHORT2ANGLE(temp); // Clear the view angles, but don't set them. } VectorCopy (ps->origin, moveto); moveto[2] -= 16; // test the player position if they were a stepheight higher pm->trace (&trace, ps->origin, pm->mins, pm->maxs, moveto, ps->clientNum, pm->tracemask); if ( trace.fraction < 1.0) { // Something just below, snap to it, to prevent a little "hop" after the holodeck fades in. VectorCopy (trace.endpos, ps->origin); ps->groundEntityNum = trace.entityNum; // Touch it. PM_AddTouchEnt( trace.entityNum ); } } //============================================================================ //RPG-X | GSIO01 | 20/05/2009: /** * Get the corresponding landing sound for each surface type */ static int PM_LandsoundForSurface( int fallType ) { if( pm->ps->stats[PW_INVIS] ) return 0; switch(fallType) { case 1: if(pml.groundTrace.surfaceFlags & SURF_GRASS) return EV_FALL_MEDIUM_GRASS; else if(pml.groundTrace.surfaceFlags & SURF_GRAVEL) return EV_FALL_MEDIUM_GRAVEL; else if(pml.groundTrace.surfaceFlags & SURF_SNOW) return EV_FALL_MEDIUM_SNOW; else if(pml.groundTrace.surfaceFlags & SURF_WOOD) return EV_FALL_MEDIUM_WOOD; else return EV_FALL_MEDIUM; break; case 2: if(pml.groundTrace.surfaceFlags & SURF_GRASS) return EV_FALL_FAR_GRASS; else if(pml.groundTrace.surfaceFlags & SURF_GRAVEL) return EV_FALL_FAR_GRAVEL; else if(pml.groundTrace.surfaceFlags & SURF_SNOW) return EV_FALL_FAR_SNOW; else if(pml.groundTrace.surfaceFlags & SURF_WOOD) return EV_FALL_FAR_WOOD; else return EV_FALL_FAR; break; default: if(pml.groundTrace.surfaceFlags & SURF_GRASS) return EV_FALL_SHORT_GRASS; else if(pml.groundTrace.surfaceFlags & SURF_GRAVEL) return EV_FALL_SHORT_GRAVEL; else if(pml.groundTrace.surfaceFlags & SURF_SNOW) return EV_FALL_SHORT_SNOW; else if(pml.groundTrace.surfaceFlags & SURF_WOOD) return EV_FALL_SHORT_WOOD; else return EV_FALL_SHORT; break; } } /* ================ PM_FootstepForSurface ================ */ /** * \return an event number apropriate for the groundsurface */ static int PM_FootstepForSurface( void ) { //cloaked people make no noise if ( pml.groundTrace.surfaceFlags & SURF_NOSTEPS || pm->ps->stats[PW_INVIS] ) { return 0; } if ( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) { return EV_FOOTSTEP_METAL; } //RPG-X | GSIO01 | 20.05.2009 | START MOD if ( pml.groundTrace.surfaceFlags & SURF_GRASS ) { return EV_FOOTSTEP_GRASS; } if ( pml.groundTrace.surfaceFlags & SURF_GRAVEL ) { return EV_FOOTSTEP_GRAVEL; } if ( pml.groundTrace.surfaceFlags & SURF_SNOW ) { return EV_FOOTSTEP_SNOW; } if ( pml.groundTrace.surfaceFlags & SURF_WOOD ) { return EV_FOOTSTEP_WOOD; } //RPG-X | GSIO01 | 20.05.2009 | END MOD return EV_FOOTSTEP; } /* ================= PM_CrashLand ================= */ /** * Check for hard landings that generate sound events */ static void PM_CrashLand( void ) { float delta; float dist; float vel, acc; float t; float a, b, c, den; playerState_t *ps = pm->ps; // decide which landing animation to use if ( ps->pm_flags & PMF_BACKWARDS_JUMP ) { // PM_ForceLegsAnim( LEGS_LANDB ); } else { // PM_ForceLegsAnim( LEGS_LAND ); } // ps->legsTimer = 0; //TIMER_LAND // calculate the exact velocity on landing dist = ps->origin[2] - pml.previous_origin[2]; vel = pml.previous_velocity[2]; acc = -ps->gravity; a = acc / 2; b = vel; c = -dist; den = b * b - 4 * a * c; if ( den < 0 ) { return; } t = (-b - sqrt( den ) ) / ( 2 * a ); delta = vel + t * acc; delta = delta*delta * 0.0001; // ducking while falling doubles damage if ( ps->pm_flags & PMF_DUCKED ) { delta *= 2; } // never take falling damage if completely underwater if ( pm->waterlevel == 3 ) { return; } // reduce falling damage if there is standing water if ( pm->waterlevel == 2 ) { delta *= 0.25; } if ( pm->waterlevel == 1 ) { delta *= 0.5; } if ( delta < 1 ) { return; } // create a local entity event to play the sound // SURF_NODAMAGE is used for bounce pads where you don't ever // want to take damage or play a crunch sound if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) ) { if ( delta > 55 || ps->stats[STAT_HEALTH] <= 1 ) { //60 //TiM a bit hacky, but I want this to play any time we fall when dead PM_AddEvent( /*EV_FALL_FAR*/PM_LandsoundForSurface(2) ); //GSIO01 | 20/05/2009 } else if ( delta > 35 ) { //40 // this is a pain grunt, so don't play it if dead if ( ps->stats[STAT_HEALTH] > 1 ) { //0 PM_AddEvent( /*EV_FALL_MEDIUM*/PM_LandsoundForSurface(1) ); //GSIO01 | 20/05/2009 } } else if ( delta > 5 ) { //7 PM_AddEvent( /*EV_FALL_SHORT*/ PM_LandsoundForSurface(0) ); //GSIO01 | 20/05/2009 } else { PM_AddEvent( PM_FootstepForSurface() ); } } // start footstep cycle over ps->bobCycle = 0; //TiM: was commented out... :P } /* ============= PM_CorrectAllSolid ============= */ static void PM_CorrectAllSolid( void ) { if ( pm->debugLevel ) { Com_Printf("%i:allsolid\n", c_pmove); } // FIXME: jitter around pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; } /* ============= PM_GroundTraceMissed ============= */ /** * The ground trace didn't hit a surface, so we are in freefall */ static void PM_GroundTraceMissed( void ) { trace_t trace; vec3_t point; playerState_t *ps = pm->ps; if ( ps->groundEntityNum != ENTITYNUM_NONE ) { // we just transitioned into freefall if ( pm->debugLevel ) { Com_Printf("%i:lift\n", c_pmove); } // if they aren't in a jumping animation and the ground is a ways away, force into it // if we didn't do the trace, the player would be backflipping down staircases VectorCopy( ps->origin, point ); point[2] -= 64; pm->trace (&trace, ps->origin, pm->mins, pm->maxs, point, ps->clientNum, pm->tracemask); if ( trace.fraction == 1.0 && ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT) != BOTH_GET_UP1 ) { if ( pm->cmd.forwardmove >= 0 ) { PM_ForceLegsAnim( PM_GetAnim( ANIM_JUMP, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ) ); if ( ps->weaponstate == WEAPON_READY ) PM_ForceTorsoAnim( PM_GetAnim( ANIM_JUMP, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue ); ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { PM_ForceLegsAnim( PM_GetAnim( ANIM_JUMPB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ) ); if ( ps->weaponstate == WEAPON_READY ) PM_ForceTorsoAnim( PM_GetAnim( ANIM_JUMPB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue ); ps->pm_flags |= PMF_BACKWARDS_JUMP; } } } ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; } /* ============= PM_GroundTrace ============= */ /** * Does ad trace to the ground */ static void PM_GroundTrace( void ) { vec3_t point; trace_t trace; playerState_t *ps = pm->ps; point[0] = ps->origin[0]; point[1] = ps->origin[1]; point[2] = ps->origin[2] - 0.25; pm->trace (&trace, ps->origin, pm->mins, pm->maxs, point, ps->clientNum, pm->tracemask); pml.groundTrace = trace; // do something corrective if the trace starts in a solid... if ( trace.allsolid ) { PM_CorrectAllSolid(); return; } // if the trace didn't hit anything, we are in free fall if ( trace.fraction == 1.0 ) { PM_GroundTraceMissed(); pml.groundPlane = qfalse; pml.walking = qfalse; return; } // check if getting thrown off the ground if ( ps->velocity[2] > 0 && DotProduct( ps->velocity, trace.plane.normal ) > 10 && ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT) != BOTH_GET_UP1 ) { if ( pm->debugLevel ) { Com_Printf("%i:kickoff\n", c_pmove); } // go into jump animation if ( pm->cmd.forwardmove >= 0 ) { PM_ForceLegsAnim( PM_GetAnim( ANIM_JUMP, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ) ); if ( ps->weaponstate == WEAPON_READY ) PM_ForceTorsoAnim( PM_GetAnim( ANIM_JUMP, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue ); ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { PM_ForceLegsAnim( PM_GetAnim( ANIM_JUMPB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ) ); if ( ps->weaponstate == WEAPON_READY ) PM_ForceTorsoAnim( PM_GetAnim( ANIM_JUMPB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue ); ps->pm_flags |= PMF_BACKWARDS_JUMP; } ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; return; } // slopes that are too steep will not be considered onground if ( trace.plane.normal[2] < MIN_WALK_NORMAL ) { if ( pm->debugLevel ) { Com_Printf("%i:steep\n", c_pmove); } // FIXME: if they can't slide down the slope, let them // walk (sharp crevices) ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qtrue; pml.walking = qfalse; return; } pml.groundPlane = qtrue; pml.walking = qtrue; // hitting solid ground will end a waterjump if (ps->pm_flags & PMF_TIME_WATERJUMP) { ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND); ps->pm_time = 0; } if ( ps->groundEntityNum == ENTITYNUM_NONE ) { // just hit the ground if ( pm->debugLevel ) { Com_Printf("%i:Land\n", c_pmove); } PM_CrashLand(); // don't do landing time if we were just going down a slope if ( pml.previous_velocity[2] < -200 ) { // don't allow another jump for a little while ps->pm_flags |= PMF_TIME_LAND; ps->pm_time = 250; } } ps->groundEntityNum = trace.entityNum; // don't reset the z velocity for slopes // pm->ps->velocity[2] = 0; PM_AddTouchEnt( trace.entityNum ); } /* ============= PM_SetWaterLevel FIXME: avoid this twice? certainly if not moving ============= */ /** * Set water level */ static void PM_SetWaterLevel( void ) { vec3_t point; int cont; int sample1; int sample2; playerState_t *ps = pm->ps; // // get waterlevel, accounting for ducking // pm->waterlevel = 0; pm->watertype = 0; point[0] = ps->origin[0]; point[1] = ps->origin[1]; point[2] = ps->origin[2] + MINS_Z + 1; cont = pm->pointcontents( point, ps->clientNum ); if ( cont & (MASK_WATER|CONTENTS_LADDER) ) { sample2 = ps->viewheight - MINS_Z; sample1 = sample2 / 2; pm->watertype = cont; pm->waterlevel = 1; point[2] = ps->origin[2] + MINS_Z + sample1; cont = pm->pointcontents (point, ps->clientNum ); if ( cont & (MASK_WATER|CONTENTS_LADDER) ) { pm->waterlevel = 2; point[2] = ps->origin[2] + MINS_Z + sample2; cont = pm->pointcontents (point, ps->clientNum ); if ( cont & (MASK_WATER|CONTENTS_LADDER) ){ pm->waterlevel = 3; } } } } /* ============== PM_CheckDuck ============== */ /** * Sets mins, maxs, and pm->ps->viewheight */ static void PM_CheckDuck (void) { trace_t trace; playerState_t *ps = pm->ps; pm->mins[0] = DEFAULT_MINS_0; //-15 pm->mins[1] = DEFAULT_MINS_1; pm->maxs[0] = DEFAULT_MAXS_0; pm->maxs[1] = DEFAULT_MAXS_1; pm->mins[2] = MINS_Z; if (ps->pm_type == PM_DEAD) { pm->maxs[2] = -8; ps->viewheight = DEAD_VIEWHEIGHT; return; } if (pm->cmd.upmove < 0) { // duck ps->pm_flags |= PMF_DUCKED; } else { // stand up if possible if (ps->pm_flags & PMF_DUCKED) { // try to stand up pm->maxs[2] = 36; //32 pm->trace (&trace, ps->origin, pm->mins, pm->maxs, ps->origin, ps->clientNum, pm->tracemask ); if (!trace.allsolid) ps->pm_flags &= ~PMF_DUCKED; } } if ( ps->pm_flags & PMF_DUCKED && !( (ps->stats[EMOTES] & EMOTE_LOWER) || ps->powerups[PW_FLIGHT] || ( ps->powerups[PW_EVOSUIT] && ps->gravity == 0 ) ) ) { pm->maxs[2] = 16; ps->viewheight = CROUCH_VIEWHEIGHT; } else { if ( ps->stats[EMOTES] & EMOTE_LOWER && ps->legsTimer > 0 ) { pm->maxs[2] = bg_emoteList[ps->legsTimer].hitBoxHeight; ps->viewheight = bg_emoteList[ps->legsTimer].viewHeight; //Com_Printf( S_COLOR_RED "legsTimer = %i, viewHeight = %i\n", ps->legsTimer, ps->viewheight ); } else { //TiM - essentially flip the bounding box /*if ( ps->powerups[PW_FLIGHT] && Q_fabs( ps->viewangles[PITCH] ) > 89.0f ) { pm->maxs[2] = 92; pm->mins[2] = 32; ps->viewheight = DEFAULT_VIEWHEIGHT; }*/ //else { pm->maxs[2] = 36; pm->mins[2] = MINS_Z; ps->viewheight = DEFAULT_VIEWHEIGHT; //} } } //Com_Printf( "Viewheight is %i\n", ps->viewheight ); } //=================================================================== //static qboolean ps->didFly; //static /* =============== PM_Footsteps =============== */ /** * Does what it name suggests it handles footsteps. */ static void PM_Footsteps( void ) { float bobmove; int old; qboolean footstep; playerState_t *ps = pm->ps; //qboolean didFly; // // calculate speed and cycle to be used for // all cyclic walking effects // pm->xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] + ps->velocity[1] * ps->velocity[1] ); pm->xyzspeed = sqrt( ps->velocity[0] * ps->velocity[0] //XVel - left + right + ps->velocity[1] * ps->velocity[1] //YVel - forward + back + ps->velocity[2] * ps->velocity[2] ); //ZVel - up + down //RPG-X : TiM ***************************************************** //Cheesy Halo style death flying! if ( ps->stats[STAT_HEALTH] <= 1 && !ps->powerups[PW_QUAD] && !ps->powerups[PW_BEAM_OUT] ) { //if dead /*TiM: clip brushes register as ENTITYNUM_NONE (So if they landed on a shuttle model for instance, the fall anim would still loop O_o ) so they gotta be moving as well to trigger this*/ //Com_Printf("groundEnt = %i, speed = %f, animState = %i\n",ps->groundEntityNum, pm->xyzspeed, ps->pm_flags); if ( ps->groundEntityNum == ENTITYNUM_NONE && pm->xyzspeed && pm->waterlevel < 2 ) { ps->pm_flags |= ANIM_DIDFLY; PM_ContinueLegsAnim( BOTH_FALLDEATH1INAIR, qtrue ); if ( ps->weaponstate == WEAPON_READY ) { PM_ContinueTorsoAnim( BOTH_FALLDEATH1INAIR, qtrue ); } } else { if ( ps->pm_flags & ANIM_DIDFLY ) { //TiM: Save flags. Use anim nums if possible //if (ps->torsoAnim == BOTH_FALLDEATH1INAIR && ps->legsAnim == BOTH_FALLDEATH1INAIR ) { PM_ContinueLegsAnim( BOTH_FALLDEATH1LAND, qtrue ); if ( ps->weaponstate == WEAPON_READY ) { PM_ContinueTorsoAnim( BOTH_FALLDEATH1LAND, qtrue ); } } } return; } else { //Reset splat boolean if ( ps->pm_flags & ANIM_DIDFLY && ps->pm_type != PM_DEAD ) { ps->pm_flags &= ~ANIM_DIDFLY; } } //RPG-X : TiM ***************************************************** //Ladder Animations //If not on ladder, reset if ( !(pm->watertype & CONTENTS_LADDER) ) { if ( ps->pm_flags & ANIM_ONLADDER ) { ps->pm_flags &= ~( ANIM_ONLADDER ); } if ( ( !(ps->stats[EMOTES] & EMOTE_UPPER ) || !(ps->stats[EMOTES] & EMOTE_LOWER ) ) && ps->stats[EMOTES] & EMOTE_CLAMP_BODY ) { ps->stats[EMOTES] &= ~EMOTE_CLAMP_BODY; } //ps->pm_flags &= ~( ANIM_OFFLADDER ); } //If on ladder, but not touching the ground if ( (pm->watertype & CONTENTS_LADDER) && ( ps->groundEntityNum == ENTITYNUM_NONE ) ) { if ( !(ps->pm_flags & ANIM_ONLADDER) ) { ps->pm_flags |= ANIM_ONLADDER ; ps->stats[EMOTES] |= EMOTE_CLAMP_BODY; } //ps->pm_flags &= ~( ANIM_OFFLADDER ); } //If was going down the ladder, and hit the floor /* if ( !(ps->pm_flags & (ANIM_ONLADDER) ) && !(ps->pm_flags & (ANIM_OFFLADDER) ) && ( pm->watertype & CONTENTS_LADDER) && ( ps->groundEntityNum != ENTITYNUM_NONE ) ) { ps->pm_flags |= (ANIM_ONLADDER); ps->pm_flags &= ~(ANIM_OFFLADDER); if ( ps->legsAnim == BOTH_LADDER_DWN1 || ps->legsAnim == BOTH_LADDER_IDLE) { //Going DOWN! ps->pm_flags &= ~(ANIM_ONLADDER); ps->pm_flags |= (ANIM_OFFLADDER); } } */ //Com_Printf("pm->onLadder = %i, pm->offLadder = %i, vel = %i\n", pm->onLadder, pm->offLadder, ps->velocity[2] ); //Transition anim to get off ladder if ( ( pm->watertype & CONTENTS_LADDER) && ( ps->groundEntityNum != ENTITYNUM_NONE ) && (ps->pm_flags & ANIM_ONLADDER) ) {//We JUST hit a ladder on the ground PM_ContinueLegsAnim( BOTH_OFFLADDER_BOT1, qtrue ); //ps->legsTimer = TIMER_GESTURE; if ( ps->weaponstate == WEAPON_READY ) { PM_ContinueTorsoAnim( BOTH_OFFLADDER_BOT1, qtrue ); //ps->torsoTimer = TIMER_GESTURE; } //pm->offLadder = qtrue; //if ( !(ps->pm_flags & ANIM_UPPER_LOOPING) ) { ps->stats[EMOTES] &= ~EMOTE_CLAMP_BODY; //} return; } //Transition anim to get on ladder if ( ( pm->watertype & CONTENTS_LADDER) && ( ps->groundEntityNum != ENTITYNUM_NONE ) && !(ps->pm_flags & ANIM_ONLADDER) ) {//We JUST hit a ladder on the ground PM_ContinueLegsAnim( BOTH_ONLADDER_BOT1, qtrue ); //ps->legsTimer = TIMER_GESTURE; if ( ps->weaponstate == WEAPON_READY ) { PM_ContinueTorsoAnim( BOTH_ONLADDER_BOT1, qtrue ); //ps->torsoTimer = TIMER_GESTURE; } //pm->onLadder = qfalse; return; } if ( ps->groundEntityNum == ENTITYNUM_NONE ) { if (pm->watertype & CONTENTS_LADDER) {//FIXME: check for watertype, save waterlevel for whether to play //the get off ladder transition anim if ( ps->velocity[2] ) {//going up or down it int anim; if ( ps->velocity[2] > 0 ) { anim = BOTH_LADDER_UP1; } else { anim = BOTH_LADDER_DWN1; } PM_ContinueLegsAnim( anim, qtrue ); //if ( pm->waterlevel >= 2 ) //arms on ladder if ( ps->weaponstate == WEAPON_READY ) { PM_ContinueTorsoAnim( anim, qtrue ); } if (fabs(ps->velocity[2]) >5) { bobmove = 0.005 * fabs(ps->velocity[2]); // climbing bobs slow if (bobmove > 0.3) bobmove = 0.3F; } } else { PM_ContinueLegsAnim( BOTH_LADDER_IDLE, qtrue ); //ps->legsTimer += 300; //if ( pm->waterlevel >= 2 ) //arms on ladder if ( ps->weaponstate == WEAPON_READY ) { PM_ContinueTorsoAnim( BOTH_LADDER_IDLE, qtrue ); //ps->torsoTimer += 300; } } return; }//****************************************************************** else { // airborne leaves position in cycle intact, but doesn't advance if ( pm->waterlevel > 2 ) { //TiM: swimming is more hardcore now //1 if ( ps->weaponstate == WEAPON_READY ) PM_ContinueTorsoAnim( PM_GetAnim( ANIM_SWIM, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qtrue ); PM_ContinueLegsAnim( PM_GetAnim( ANIM_SWIM, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue ); } /*else if ( ps->pm_flags & PMF_DUCKED ) { PM_ContinueLegsAnim( BOTH_CROUCH2IDLE ); //BOTH_CROUCH1IDLE }*/ return; } } //Com_Printf( "Speed: %f\n", pm->xyspeed ); // if not trying to move if ( ( !ps->speed || pm->xyspeed < 1.0f || !(pm->cmd.forwardmove || pm->cmd.rightmove) ) && pm->waterlevel < 3 && !ps->powerups[PW_FLIGHT] && !(( ps->powerups[PW_EVOSUIT] ) && ( ps->gravity == 0 )) /*&& !( pm->watertype & MASK_WATER )*/ ) { //Com_Printf("Truuue\n" ); if ( pm->xyspeed > 1.0f && !( ps->pm_flags & PMF_DUCKED ) && !( ps->stats[EMOTES] & EMOTE_LOWER ) ) { //TiM: When you want to duck, you will duck. no delays if ( !( pm->cmd.buttons & BUTTON_WALKING ) && !(ps->pm_flags & PMF_DUCKED) ) { if ( ps->weaponstate == WEAPON_READY && !PM_HoldingSpillableWeapon() ) { PM_ContinueTorsoAnim( BOTH_RUN1STOP, qtrue ); //BOTH_RUN1STOP } PM_ContinueLegsAnim( BOTH_RUN1STOP, qtrue ); } return; } else { // <5 ps->bobCycle = 0; // start at beginning of cycle again if ( ps->pm_flags & PMF_DUCKED && !(ps->stats[EMOTES] & EMOTE_LOWER ) ) { if ( ps->weaponstate == WEAPON_READY ) { PM_ContinueTorsoAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse ); } PM_ContinueLegsAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue ); /*if ( !(ps->pm_flags & ANIM_CROUCHING) ) { //okay, we've obviously JUST crouched... ps->pm_flags |= ANIM_CROUCHING; if ( ps->weaponstate == WEAPON_READY ) { PM_StartTorsoAnim( PM_GetAnim( "docrouch", qtrue ) ); ps->torsoTimer += 1200; } PM_StartLegsAnim( PM_GetAnim( "docrouch", qfalse ) ); ps->legsTimer += 1200; }*/ } else { if ( ps->weaponstate == WEAPON_READY ) PM_ContinueTorsoAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse ); PM_ContinueLegsAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qfalse ); /*if ( (ps->pm_flags & ANIM_CROUCHING) ) { //okay, we've obviously JUST uncrouched... ps->pm_flags &= ~ANIM_CROUCHING; if ( ps->weaponstate == WEAPON_READY ) { PM_StartTorsoAnim( PM_GetAnim( ANIM_UNCROUCH, qtrue ) ); ps->torsoTimer = 1100; //Com_Printf("Anim: %i, timer: %i\n", ps->torsoAnim, ps->torsoTimer); } PM_StartLegsAnim( PM_GetAnim( ANIM_UNCROUCH, qfalse ) ); ps->introTime = 1100; //legsTimer }*/ } } return; } footstep = qfalse; //TiM : in case we're part-way thru a transition anim, //reset the anim timer //ps->torsoTimer = 0; //ps->legsTimer = 0; //TiM : Kill this when swimming as it screws up animations //Also... kill when speed is 0.. running on the spot is silly lol //Also, disable when flying. It looks ludricrous if we run upside down lol if ( pm->waterlevel == 3 || ps->speed == 0 || ps->powerups[PW_FLIGHT] > 0 || pm->xyspeed < 1.0f || (( ps->powerups[PW_EVOSUIT] ) && ( ps->gravity == 0 )) ) { return; } if ( ps->pm_flags & PMF_DUCKED ) { bobmove = 0.5; // ducked characters bob much faster //HACK coz this damn thing screws up crouch firing anims otherwise T_T if ( ps->weaponstate == WEAPON_READY ) { PM_ContinueTorsoAnim( PM_GetAnim( ANIM_CROUCHWALK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse ); } PM_ContinueLegsAnim( PM_GetAnim( ANIM_CROUCHWALK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue ); // ducked characters never play footsteps } else if ( ps->pm_flags & PMF_BACKWARDS_RUN ) { if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) { bobmove = 0.4; // faster speeds bob faster footstep = qtrue; if ( ps->weaponstate == WEAPON_READY ) PM_ContinueTorsoAnim( PM_GetAnim( ANIM_RUNB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse ); PM_ContinueLegsAnim( PM_GetAnim( ANIM_RUNB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue ); //LEGS_BACK } else { bobmove = 0.3; if ( ps->weaponstate == WEAPON_READY ) PM_ContinueTorsoAnim( PM_GetAnim( ANIM_WALKB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse ); PM_ContinueLegsAnim( PM_GetAnim( ANIM_WALKB, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue ); //LEGS_BACK } } else { if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) { bobmove = 0.4; // faster speeds bob faster footstep = qtrue; if ( ps->weaponstate == WEAPON_READY ) PM_ContinueTorsoAnim( PM_GetAnim( ANIM_RUN, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse ); PM_ContinueLegsAnim( PM_GetAnim( ANIM_RUN, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue ); //LEGS_RUN } else { bobmove = 0.3; // walking bobs slow //0.3 if ( ps->weaponstate == WEAPON_READY ) PM_ContinueTorsoAnim( PM_GetAnim( ANIM_WALK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse ); PM_ContinueLegsAnim( PM_GetAnim( ANIM_WALK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qtrue ); //LEGS_WALK } } // check for footstep / splash sounds old = ps->bobCycle; ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255; // if we just crossed a cycle boundary, play an apropriate footstep event if ( ( ( old + 64 ) ^ ( ps->bobCycle + 64 ) ) & 128 && !ps->stats[PW_INVIS] ) { if ( pm->watertype & CONTENTS_LADDER ) {// on ladder if ( !pm->noFootsteps ) { PM_AddEvent( EV_FOOTSTEP_METAL ); } } else if ( pm->waterlevel == 0 ) { // on ground will only play sounds if running if ( footstep && !pm->noFootsteps ) { PM_AddEvent( PM_FootstepForSurface() ); } } else if ( pm->waterlevel == 1 ) { // splashing PM_AddEvent( EV_FOOTSPLASH ); } else if ( pm->waterlevel == 2 ) { // wading / swimming at surface PM_AddEvent( EV_SWIM ); } else if ( pm->waterlevel == 3 ) { // no sound when completely underwater } } } /* ============== PM_WaterEvents ============== */ /** * Generate sound events for entering and leaving water */ static void PM_WaterEvents( void ) { // FIXME? if ( pm->watertype & CONTENTS_LADDER || pm->ps->stats[PW_INVIS] ) //fake water for ladder { return; } // // if just entered a water volume, play a sound // if (!pml.previous_waterlevel && pm->waterlevel) { PM_AddEvent( EV_WATER_TOUCH ); } // // if just completely exited a water volume, play a sound // if (pml.previous_waterlevel && !pm->waterlevel) { PM_AddEvent( EV_WATER_LEAVE ); } // // check for head just going under water // if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) { PM_AddEvent( EV_WATER_UNDER ); } // // check for head just coming out of water // if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) { PM_AddEvent( EV_WATER_CLEAR ); } } /* =============== PM_BeginWeaponChange =============== */ /** * Begins weapon change */ static void PM_BeginWeaponChange( int weapon ) { playerState_t *ps = pm->ps; if ( weapon <= WP_0 || weapon >= WP_NUM_WEAPONS ) { return; } if ( !( ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) { return; } if ( ps->weaponstate == WEAPON_DROPPING ) { return; } PM_AddEvent( EV_CHANGE_WEAPON ); ps->weaponstate = WEAPON_DROPPING; ps->weaponTime += 200; PM_ForceTorsoAnim( TORSO_DROPWEAP1, qfalse ); } /* =============== PM_FinishWeaponChange =============== */ /** * Finishs weapon change */ static void PM_FinishWeaponChange( void ) { int weapon; playerState_t *ps = pm->ps; weapon = pm->cmd.weapon; if ( weapon < WP_0 || weapon >= WP_NUM_WEAPONS ) { weapon = WP_0; } if ( !( ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) { weapon = WP_0; } ps->weapon = weapon; ps->weaponstate = WEAPON_RAISING; ps->weaponTime += 250; PM_ForceTorsoAnim( TORSO_RAISEWEAP1, qfalse ); } /* ============== PM_TorsoAnimation ============== */ /** * Once handled torso animation */ static void PM_TorsoAnimation( void ) { if ( pm->ps->weaponstate == WEAPON_READY ) { /*if ( pm->ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better pm->ps->weapon == WP_10 ) { PM_ContinueTorsoAnim( TORSO_WEAPONIDLE1 ); } else { PM_ContinueTorsoAnim( TORSO_WEAPONREADY2 ); } if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) { //PM_ContinueTorsoAnim( BOTH_RUN1 ); } else { PM_ContinueTorsoAnim( BOTH_WALK1 ); }*/ } //PM_ContinueTorsoAnim( TORSO_STAND2 ); return; } #define PHASER_AMMO_PER_SHOT 1 #define PHASER_ALT_AMMO_PER_SHOT 2 //! alt ammo usage int altAmmoUsage[WP_NUM_WEAPONS] = { 0, //!ps; // don't allow attack until all buttons are up if ( ps->pm_flags & PMF_RESPAWNED ) { return; } // ignore if spectator if ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) { return; } //Check for phaser ammo recharge //RPG-X: Marcin: don't! - 30/12/2008 if ( 0 ) //( (ps->rechargeTime <= 0) && ( ps->ammo[WP_5] < PHASER_AMMO_MAX) ) { ps->rechargeTime = PHASER_RECHARGE_TIME; ps->ammo[WP_5]++; } else { ps->rechargeTime -= pml.msec; } // check for dead player if ( ps->stats[STAT_HEALTH] <= 0 ) { ps->weapon = WP_0; return; } // check for item using if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) { if ( ! ( ps->pm_flags & PMF_USE_ITEM_HELD ) ) { // I have commented out this code because, we want the medkit to ALWAYS be used. // if ( bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT // && ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) // { // // don't use medkit if at max health // } // else { int tag = bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag; ps->pm_flags |= PMF_USE_ITEM_HELD; PM_AddEvent( EV_USE_ITEM0 + tag ); // if we're placing the detpack, don't remove it from our "inventory" if ( (HI_DETPACK == tag) /* || (HI_TRANSPORTER == tag)) */ && (IT_HOLDABLE == bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giType) ) { // are we placing it? if (2 == ps->stats[STAT_USEABLE_PLACED]) { // we've placed the first stage of a 2-stage transporter } else if (ps->stats[STAT_USEABLE_PLACED]) { // we already placed it, we're activating it. ps->stats[STAT_HOLDABLE_ITEM] = 0; } } else { ps->stats[STAT_HOLDABLE_ITEM] = 0; } } return; } } else { ps->pm_flags &= ~PMF_USE_ITEM_HELD; } // make weapon function if ( ps->weaponTime > 0 ) { ps->weaponTime -= pml.msec; } // check for weapon change // can't change if weapon is firing, but can change // again if lowering or raising if ( ps->weaponTime <= 0 || ps->weaponstate != WEAPON_FIRING ) { if ( ps->weapon != pm->cmd.weapon ) { PM_BeginWeaponChange( pm->cmd.weapon ); } } if ( ps->weaponTime > 0 ) { return; } // change weapon if time if ( ps->weaponstate == WEAPON_DROPPING ) { PM_FinishWeaponChange(); return; } if ( ps->weaponstate == WEAPON_RAISING ) { ps->weaponstate = WEAPON_READY; /*if ( ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better ps->weapon == WP_10 ) { PM_StartTorsoAnim( TORSO_WEAPONREADY2 ); } else { PM_StartTorsoAnim( TORSO_WEAPONIDLE1 ); }*/ PM_StartTorsoAnim( PM_GetAnim( ANIM_IDLE, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse ); return; } // check for fire if ( !(pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_ALT_ATTACK) ) ) { ps->weaponTime = 0; ps->weaponstate = WEAPON_READY; return; } // take an ammo away if not infinite if ( ps->ammo[ ps->weapon ] != -1 ) { if (pm->cmd.buttons & BUTTON_ALT_ATTACK) { // alt fire // check for out of ammo if ( ps->ammo[ps->weapon] < altAmmoUsage[ps->weapon]) { //FIXME: flash a message and sound that indicates not enough ammo // PM_AddEvent( EV_NOAMMO_ALT ); // ps->weaponTime += 500; // ps->eFlags &= ~EF_ALT_FIRING; // ps->eFlags &= ~EF_FIRING; /// ps->weaponstate = WEAPON_READY; /* RPG-X | Phenix | 27/02/2005 if ( ps->weapon == WP_5 ) // phaser out of ammo is special case { ps->ammo[ps->weapon] = 0; } else { PM_AddEvent( EV_NOAMMO_ALT ); // Just try to switch weapons like any other. // check out the EV_NOAMMO_ALT event ps->weaponTime += 500; return; }*/ } else { //ps->ammo[ps->weapon] -= altAmmoUsage[ps->weapon]; //RPG-X | Phenix | 27/02/2005 //altfired = qtrue; } altfired = qtrue; } else { // check for out of ammo if ( ! ps->ammo[ ps->weapon ] ) { if ( ps->weapon == WP_5 ) // phaser out of ammo is special case { ps->ammo[ps->weapon] = 0; } //else //TiM - No ammo no more... this is lagging us up //{ // PM_AddEvent( EV_NOAMMO ); // ps->weaponTime += 500; // return; //} } else { // main fire (always uses 1 ammo) //ps->ammo[ps->weapon]--; //RPG-X | Phenix | 27/02/2005 } } } // *don't* start the animation if out of ammo /*if ( ps->weapon == WP_5 || //RPG-X - TiM: Making the default pose anim better ps->weapon == WP_10 ) { PM_StartTorsoAnim( TORSO_ATTACK2 ); } else { PM_StartTorsoAnim( BOTH_ATTACK1 ); }*/ if ( ps->weapon != WP_14 && ps->weapon != WP_4 && ps->weapon != WP_1 ) { //Little hack. I like the idle poses for these when it crouches :) if ( ( ( ps->weapon == WP_5 ) || ( ps->weapon == WP_6 ) || ( ps->weapon == WP_10 ) || ( ps->weapon == WP_7 ) ) && ( ps->pm_flags & PMF_DUCKED /*&& !pm->xyspeed*/ ) ) { PM_ForceTorsoAnim( PM_GetAnim( ANIM_CROUCH, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse ); /*BWEEE*/ //PM_ContinueTorsoAnim( PM_GetAnim( ANIM_ATTACK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse ); } else { /*if ( !PM_HoldingLoopableWeapon() ) { PM_ForceTorsoAnim( PM_GetAnim( ANIM_FIRE, qtrue ), qtrue ); } else {*/ //PM_ContinueLegsAnim( PM_GetAnim( ANIM_ATTACK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qfalse ), qfalse ); PM_ContinueTorsoAnim( PM_GetAnim( ANIM_ATTACK, ps->weapon, ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH), qtrue ), qfalse ); //} } /*else PM_StartTorsoAnim( PM_GetAnim( "fire", qtrue ) );*/ //Put in this scope, so holding down the trigger on these 'no-anim' weapons won't lock //other animations. //Bots were locked in the jumping anim >.< ps->weaponstate = WEAPON_FIRING; } else { ps->weaponstate = WEAPON_READY; } // fire weapon if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) { if (altfired) // it's either a legally altfirable non-phaser, or it's a phaser with ammo left { PM_AddEvent( EV_ALT_FIRE ); // fixme, because I'm deducting ammo earlier, the last alt-fire shot turns into a main fire } else { PM_AddEvent( EV_FIRE_EMPTY_PHASER ); } switch( ps->weapon ) { default: case WP_5: addTime = 100; //If the phaser has been fired, delay the next recharge time ps->rechargeTime = PHASER_RECHARGE_TIME; break; case WP_13: addTime = 0; //500 break; case WP_8: addTime = 600;//RPG-X: RedTechie use to be 700 break; case WP_10: addTime = DISRUPTOR_DELAY; break; case WP_4: addTime = 0; //700 break; case WP_9: addTime = ALT_PHOTON_DELAY; break; case WP_1: addTime = 460; //700 break; case WP_6: addTime = 100; break; case WP_7: addTime = 500; //RPG-X: RedTechie - Use to be 1200 break; case WP_12: //RPG-X: RedTechie - Admins get faster alt fire for steam effects if(/*ps->persistant[PERS_CLASS] == PC_ADMIN*/ pm->admin){ addTime = 80; }else{ addTime = 1000; } break; case WP_14: addTime = 2000; break; case WP_11: addTime = 0; //1000 break; case WP_2: if(pm->admin /*ps->persistant[PERS_CLASS] == PC_ADMIN*/){ addTime = ALT_TRICORDER_DELAY; }else{ addTime = 0; } break; case WP_3: addTime = 0; //500 break; case WP_15: addTime = 0; //1000 break; /* case WP_7: addTime = 500; //RPG-X: RedTechie - Use to be 1200 break;*/ } } else { if (ps->ammo[ps->weapon]) { PM_AddEvent( EV_FIRE_WEAPON ); } else { PM_AddEvent( EV_FIRE_EMPTY_PHASER ); } switch( ps->weapon ) { default: case WP_5: addTime = 100; //If the phaser has been fired, delay the next recharge time ps->rechargeTime = PHASER_RECHARGE_TIME; break; case WP_13: addTime = 1000; //1000 break; case WP_8: addTime = 460;//RPG-X: RedTechie use to be 700 break; case WP_1: addTime = 460; break; case WP_10: addTime = 100; break; case WP_4: addTime = 0; //100 break; case WP_9: addTime = PHOTON_DELAY; break; case WP_6: addTime = RIFLE_DELAY; break; case WP_7: addTime = TR116_DELAY; //RPG-X: RedTechie - Use to be 1200 break; case WP_12: addTime = 1000; break; case WP_14: addTime = 2000; //1000 break; case WP_11: addTime = 0; //1000 break; case WP_2: addTime = ALT_TRICORDER_DELAY; //1000 break; case WP_3: addTime = 0; //500 break; case WP_15: addTime = 0; //1000 break; /* case WP_7: addTime = 500; //RPG-X: RedTechie - Use to be 1200 break;*/ } } if ( ps->powerups[PW_HASTE] ) { addTime /= 1.3; } ps->weaponTime += addTime; } /* ================ PM_Animate ================ */ static void PM_Animate( void ) { playerState_t *ps = pm->ps; if ( pm->cmd.buttons & BUTTON_GESTURE ) { if (ps->pm_type < PM_DEAD ) { //if ( ps->torsoTimer == 0 ) { //PM_StartTorsoAnim( BOTH_CONSOLE1 ); //PM_StartLegsAnim( BOTH_CONSOLE1 ); //ps->introTime = ps->torsoTimer = 4000; //TIMER_GESTURE //legsTimer //PM_AddEvent( EV_TAUNT ); if ( !( ps->eFlags & EF_TALKING ) ) { ps->eFlags |= EF_TALKING; } } } else { if ( ( ps->eFlags & EF_TALKING ) ) { ps->eFlags &= ~EF_TALKING; } } } /* ================ PM_DropTimers ================ */ static void PM_DropTimers( void ) { int newFlags; playerState_t *ps = pm->ps; // drop misc timing counter if ( ps->pm_time ) { if ( pml.msec >= ps->pm_time ) { ps->pm_flags &= ~PMF_ALL_TIMES; ps->pm_time = 0; } else { ps->pm_time -= pml.msec; } } //Count down the legs anim timer if ( ps->stats[LEGSTIMER] > 0 ) { //legsTimer ps->stats[LEGSTIMER] -= pml.msec; if ( ps->stats[LEGSTIMER] < 0 ) { ps->stats[LEGSTIMER] = 0; } } //if legs anim timer hit 0 if ( ps->stats[LEGSTIMER] == 0 ) { if ( (ps->stats[EMOTES] & EMOTE_LOWER ) && !(ps->stats[EMOTES] & EMOTE_LOOP_LOWER ) ) { ps->stats[EMOTES] &= ~EMOTE_MASK_LOWER; if ( ps->legsAnim > 0 ) { PM_ForceLegsAnim( bg_emoteList[ps->legsAnim].enumName ); //TiM - Remove any data about torsos here. it's not necessary and it invalidates the check below newFlags = ( bg_emoteList[ps->legsAnim].animFlags | bg_emoteList[ps->legsAnim].bodyFlags ); newFlags &= ~EMOTE_MASK_UPPER; ps->stats[EMOTES] |= newFlags; //Com_Printf( S_COLOR_RED "Set anim to %i\n", ps->legsAnim ); ps->legsTimer = ps->legsAnim; //ps->torsoTimer = emoteList[ps->torsoAnim].hitBoxHeight; } else { ps->legsTimer = 0; ps->legsAnim = 0; } //Com_Printf(S_COLOR_RED "Acknowledge Lower change!!\n"); } } if ( ps->stats[TORSOTIMER] > 0 ) { //torsoTimer ps->stats[TORSOTIMER] -= pml.msec; if ( ps->stats[TORSOTIMER] < 0 ) { ps->stats[TORSOTIMER] = 0; /*if (ps->eFlags & EF_EMOTING ) { ps->eFlags &= ~EF_EMOTING; }*/ } } if ( ps->stats[TORSOTIMER] == 0 ) { if ( (ps->stats[EMOTES] & EMOTE_UPPER) && !(ps->stats[EMOTES] & EMOTE_LOOP_UPPER ) ) { ps->stats[EMOTES] &= ~EMOTE_MASK_UPPER; if ( ps->torsoAnim > 0 ) { PM_ForceTorsoAnim( bg_emoteList[ps->torsoAnim].enumName, qtrue ); //TiM - Remove any data about legs here. it's not necessary and it invalidates any subsequent checks newFlags = ( bg_emoteList[ps->torsoAnim].animFlags | bg_emoteList[ps->torsoAnim].bodyFlags ); newFlags &= ~EMOTE_MASK_LOWER; ps->stats[EMOTES] |= newFlags; //ps->stats[EMOTES] |= ( emoteList[ps->torsoAnim].animFlags | emoteList[ps->torsoAnim].bodyFlags ); } else { ps->torsoTimer = 0; ps->torsoAnim = 0; } } } // drop animation counter /* if ( ps->introTime > 0 ) { //legsTimer ps->introTime -= pml.msec; if ( ps->introTime < 0 ) { ps->introTime = 0; if (ps->eFlags & EF_EMOTING ) { ps->eFlags &= ~EF_EMOTING; } } } if ( ps->torsoTimer > 0 ) { ps->torsoTimer -= pml.msec; if ( ps->torsoTimer < 0 ) { ps->torsoTimer = 0; } }*/ } /* ================ PM_UpdateViewAngles ================ */ /** * This can be used as another entry point when only the viewangles * are being updated isntead of a full move */ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) { short temp; int i; if ( ps->pm_type == PM_INTERMISSION ) { return; // no view changes at all } if ( ps->pm_type == PM_CCAM) { return; } if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 1 ) { //RPG-X: RedTechie - This use to be 0 but in rpg-x with or without medics revive 1 health means you die! return; // no view changes at all } //TiM - Bookmark //With a flag here, a change to the client side player rotation code there, //we could actually make it EVA suit users could rotate fully in all directions //when in space. :) //Com_Printf( "Before: %f %f %f\n", ps->viewangles[0], ps->viewangles[1], ps->viewangles[2]); // circularly clamp the angles with deltas for (i=0 ; i<3 ; i++) { temp = cmd->angles[i] + ps->delta_angles[i]; if ( i == PITCH && !pm->ps->powerups[PW_FLIGHT] && !(( pm->ps->powerups[PW_EVOSUIT] ) && ( pm->ps->gravity == 0 )) ) { // don't let the player look up or down more than 90 degrees if ( temp > 16000 ) { ps->delta_angles[i] = 16000 - cmd->angles[i]; temp = 16000; } else if ( temp < -16000 ) { ps->delta_angles[i] = -16000 - cmd->angles[i]; temp = -16000; } } ps->viewangles[i] = SHORT2ANGLE(temp); } } /* ================ PmoveSingle ================ */ void PmoveSingle (pmove_t *pmove) { playerState_t *ps = pmove->ps; pm = pmove; // this counter lets us debug movement problems with a journal // by setting a conditional breakpoint fot the previous frame c_pmove++; // clear results pm->numtouch = 0; pm->watertype = 0; pm->waterlevel = 0; //if(ps->legsTimer > 0 ) { // Com_Printf("%i, %i\n", ps->legsTimer, ps->torsoTimer); //} if ( ps->stats[STAT_HEALTH] <= 0 ) { pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies } // make sure walking button is clear if they are running, to avoid // proxy no-footsteps cheats if ( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) { pm->cmd.buttons &= ~BUTTON_WALKING; } // set the talk balloon flag if ( pm->cmd.buttons & BUTTON_TALK ) { ps->eFlags |= EF_TALK; } else { ps->eFlags &= ~EF_TALK; } // set the firing flag for continuous beam weapons if ( !(ps->pm_flags & PMF_RESPAWNED) && ps->pm_type != PM_INTERMISSION && ps->pm_type != PM_CCAM && ( (pm->cmd.buttons & BUTTON_ATTACK) || (pm->cmd.buttons & BUTTON_ALT_ATTACK) ) && (ps->ammo[ ps->weapon ] || ps->weapon == WP_5)) { if (((ps->weapon == WP_5) && (!ps->ammo[ ps->weapon ])) || (!(pm->cmd.buttons & BUTTON_ALT_ATTACK))) { ps->eFlags &= ~EF_ALT_FIRING; } else // if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) <-- implied { ps->eFlags |= EF_ALT_FIRING; } /*if ( ps->weapon == WP_10 ) {//tech can't use alt attack pm->cmd.buttons &=~BUTTON_ALT_ATTACK; pm->cmd.buttons |= BUTTON_ATTACK; }*/ //TiM - good riddance to bad coding // This flag should always get set, even when alt-firing ps->eFlags |= EF_FIRING; } else { ps->eFlags &= ~EF_FIRING; ps->eFlags &= ~EF_ALT_FIRING; } // clear the respawned flag if attack and use are cleared if ( ps->stats[STAT_HEALTH] > 0 && !( pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE) ) ) { ps->pm_flags &= ~PMF_RESPAWNED; } // if talk button is down, dissallow all other input // this is to prevent any possible intercept proxy from // adding fake talk balloons if ( pmove->cmd.buttons & BUTTON_TALK ) { pmove->cmd.buttons = 0; pmove->cmd.forwardmove = 0; pmove->cmd.rightmove = 0; if (pmove->cmd.upmove) { if (pmove->cmd.upmove > 0) { pmove->cmd.upmove = 1; } else { pmove->cmd.upmove = -1;//allow a tiny bit to keep the duck anim } } } //ph34r teh cheezy hack //Disable the ability to jump when getting up animating. //This is for the purporse of the medics revive animation if ( ( ps->stats[LEGSANIM] & ~ANIM_TOGGLEBIT ) == BOTH_GET_UP1 ) { pm->cmd.upmove = 0; } //If the legs are playing a non infinite loop, disable the movement keys. //Else the player slides on their feet :S if ( (ps->stats[EMOTES] & EMOTE_LOWER &&( ps->stats[EMOTES] & EMOTE_CLAMP_BODY )) || ( ps->stats[EMOTES] & EMOTE_CLAMP_ALL ) ) { //EMOTE_LOWER pmove->cmd.forwardmove = 0; pmove->cmd.rightmove = 0; //pmove->cmd.upmove = Q_fabs( pmove->cmd.upmove ); } if ( ps->stats[EMOTES] & ( EMOTE_LOWER | EMOTE_UPPER ) ) { if (pmove->cmd.buttons & MASK_KILL_EMOTES || pmove->cmd.upmove != 0 ) { ps->stats[EMOTES] &= ~EMOTE_MASK_BOTH; ps->legsTimer = 0; ps->stats[LEGSTIMER] = 0; } } //TiM: Injured system //Disable the ability to toggle walking, //and slow player down. :) if ( ps->stats[STAT_HEALTH] <= INJURED_MODE_HEALTH ) { pm->cmd.buttons &= ~BUTTON_WALKING; } //TiM : Override for looping animation emotes //If player touches move keys, cancel emotes /*if ( pmove->cmd.upmove || pmove->cmd.rightmove || pmove->cmd.forwardmove || ( pmove->cmd.buttons & MASK_KILL_EMOTES ) ) { //if ( ( ps->pm_flags & ANIM_LOWER_LOOPING ) || ( ps->pm_flags & ANIM_UPPER_LOOPING ) ) { if ( ps->stats[EMOTES] & EMOTE_LOWER || ps->stats[EMOTES] & EMOTE_UPPER ) { ps->stats[EMOTES] &= ~EMOTE_MASK_BOTH; ps->legsTimer = -1; //ps->torsoTimer = 0; } }*/ // clear all pmove local vars memset (&pml, 0, sizeof(pml)); // determine the time pml.msec = pmove->cmd.serverTime - ps->commandTime; if ( pml.msec < 1 ) { pml.msec = 1; } else if ( pml.msec > 200 ) { pml.msec = 200; } ps->commandTime = pmove->cmd.serverTime; // save old org in case we get stuck VectorCopy (ps->origin, pml.previous_origin); // save old velocity for crashlanding VectorCopy (ps->velocity, pml.previous_velocity); pml.frametime = pml.msec * 0.001; if (ps->pm_type == PM_FREEZE /*|| ps->introTime > pm->cmd.serverTime*/ ) { PM_FreezeMove(); return; // no movement at all } // update the viewangles PM_UpdateViewAngles( ps, &pm->cmd ); AngleVectors (ps->viewangles, pml.forward, pml.right, pml.up); if ( pm->cmd.upmove < 10 ) { // not holding jump ps->pm_flags &= ~PMF_JUMP_HELD; } // decide if backpedaling animations should be used if ( pm->cmd.forwardmove < 0 ) { ps->pm_flags |= PMF_BACKWARDS_RUN; } else if ( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) { ps->pm_flags &= ~PMF_BACKWARDS_RUN; } if ( ps->pm_type >= PM_DEAD ) { pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; pm->cmd.upmove = 0; } if ( ps->pm_type == PM_SPECTATOR ) { PM_CheckDuck (); PM_FlyMove (); PM_DropTimers (); return; } if ( ps->pm_type == PM_SPECTATOR ) { PM_CheckDuck (); PM_FlyMove(); PM_DropTimers (); return; } if ( ps->pm_type == PM_NOCLIP ) { PM_NoclipMove (); PM_DropTimers (); return; } if ( ps->pm_type == PM_CCAM) { return; } if ( ps->pm_type == PM_INTERMISSION ) { return; // no movement at all } // set watertype, and waterlevel PM_SetWaterLevel(); if ( !(pm->watertype & CONTENTS_LADDER) ) {//Don't want to remember this for ladders, is only for waterlevel change events (sounds) pml.previous_waterlevel = pmove->waterlevel; } // set mins, maxs, and viewheight PM_CheckDuck (); // set groundentity PM_GroundTrace(); if ( ps->pm_type == PM_DEAD ) { PM_DeadMove (); } if ( ps->powerups[PW_FLIGHT] ) { // flight powerup doesn't allow jump and has different friction PM_FlyMove(); } else if ((( ps->powerups[PW_EVOSUIT] ) && ( ps->gravity == 0 ))) { //RPG-X | Phenix | 8/8/2004 //The player is in 0 G and is wearing an evo suit... PM_FlyMove(); } else if (ps->pm_flags & PMF_TIME_WATERJUMP) { PM_WaterJumpMove(); } else if ( pm->waterlevel > 1 ) { // swimming PM_WaterMove(); } else if ( pml.walking ) { // walking on ground PM_WalkMove(); } else { // airborne PM_AirMove(); } PM_Animate(); // set groundentity, watertype, and waterlevel PM_GroundTrace(); PM_SetWaterLevel(); // weapons PM_Weapon(); PM_Use(); // torso animation PM_TorsoAnimation(); // footstep events / legs animations PM_Footsteps(); // entering / leaving water splashes PM_WaterEvents(); //PM_DoEmote(); PM_DropTimers(); // snap some parts of playerstate to save network bandwidth SnapVector( ps->velocity ); } /* ================ Pmove ================ */ /** * Can be called by either the server or the client */ void Pmove (pmove_t *pmove) { int finalTime; finalTime = pmove->cmd.serverTime; if ( finalTime < pmove->ps->commandTime ) { return; // should not happen } if ( finalTime > pmove->ps->commandTime + 1000 ) { pmove->ps->commandTime = finalTime - 1000; } // chop the move up if it is too long, to prevent framerate // dependent behavior while ( pmove->ps->commandTime != finalTime ) { int msec; msec = finalTime - pmove->ps->commandTime; if ( msec > 66 ) { msec = 66; } pmove->cmd.serverTime = pmove->ps->commandTime + msec; PmoveSingle( pmove ); } }